Saturday, July 8, 2017

Italian and Japanese troops for Behind Enemy Lines

This one is pretty obscure, but FASA's Behind Enemy Lines was a sort of milestone in my early gaming history.

The basic rules for this game were released in a boxed set in 1982, and at the time, aside from FASA's Star Trek Roleplaying Game, it was the only military roleplaying game that I had ever played.  Of course, stylistically, the two games could hardly have been further apart.  Player characters in Star Trek were expected to act independently and hardly ever died as long as there was a red-shirted NPC crewman around to take an energy blast for them.  In Behind Enemy Lines, the roleplaying experience was about following orders no matter what to accomplish the mission, being part of a band of brothers, and making terrible sacrifices for each blood-soaked hill, ridge, and hedgerow that the player characters' platoon fought for, one bloody inch at a time.

The Behind Enemy Lines boxed set was immediately followed by British Commandos, a supplement bringing England's elite special forces into the fight, and The Guns of Navarone, an adventure based upon the WWII movie of the same name-- both released on the heels of the game's premiere in 1982.  Within a year or two, FASA's edition of the game was out of print, and a completely new version of the game was being published under license by a company called The Companions.

Incidentally, I contacted FASA in the mid-1990's about purchasing the rights to Behind Enemy Lines so that I could revive the game for a third edition.  Yes, I loved this game that much.  I talked to a FASA attorney for about ten minutes, mainly answering his skeptical questions about why I was interested in an out-of-print game that never made a profit for FASA and whether there was any value in the rights to this game that FASA ought to be aware of.  There was no discussion of terms and it was obvious that FASA wasn't really interested in a licensing arrangement.

One shortcoming to Behind Enemy Lines was that its rules focused solely upon the European theater of war.  If I had ever published a version of this game, I would have expanded the rules to include war in Africa, China, Italy, the South Pacific, and the Eastern Front.  Here are my rules for Italian and Japanese troop NPC's for this game.





Italian Troops

Troop Quality-                  1st Rate:  Elite Italian armor units and special forces.
                                                 2nd Rate:  All regular Italian infantry.
                                                 3rd Rate:  All Italian militia and rear-echelon troops.

Pistols                           Short 8+     Med 10+   Long 12+   Extreme 14+   Rate    Ammo
Glisenti M10 (9mm)         40(-1)            80              150                   250              1/sec.         7
Rifles
Fucile Mod 91 (6.5mm)    50                  150             350                   750              1/2 sec.      6
SMGs
MAB 38/42 (9mm)           25(-1)            75               150                   250              AUTO       40
Modello 37 (9mm)             20(-1)           50               125                   250              AUTO       20





Japanese Troops


Troop Quality-                  1st Rate:  Japan's Imperial guardsmen, soldiers in any
                                                                   commanding officer's personal staff, or any
                                                                   soldier left behind to defend islands of the
                                                                  Japanese Empire from advancing American
                                                                  forces.
                                                 2nd Rate:  All regular Japanese infantry.
                                                 3rd Rate:  Rear-echelon Japanese troops.

Special Morale Bonus for Japanese Troops:  All Japanese soldiers have an
                    automatic +3 bonus to morale when defending from prepared fortifications.

Pistols                           Short 8+     Med 10+   Long 12+   Extreme 14+   Rate    Ammo
Tiasho 14 (8mm Auto)     10(-1)            20              40(+1)              80(+2)         1/sec.         8
Rifles
Arisaka Type 99 (7.7x58mm)    50       100             225                   350              1/sec.         5
SMGs
Type 100 (8mm)               25(-2)           75               150                   200              AUTO       12
Type 100/1944 (8mm)    20(-1)           50               100                   150              AUTO       10
MGs
Kikanjull (6.5mm)             25(-2)           50               150                   300              AUTO       25
Type 92 (7.7mm)              75(-1)           250             500                   750              AUTO       30

Wednesday, July 5, 2017

Titles of Nobility in the Courts of Chaos (Amber Diceless optional rules)

Titles of Nobility in the Courts of Chaos

Titles of nobility are pretty much taken for granted in Amber, where there is only one King, one Queen, and a dozen or two Princes and Princesses.  After all, Amber is a young kingdom...

Life in the Courts is entirely different. Dukes, Duchesses, Barons, Baronesses... the great Houses of Chaos are each headed by a sovereign noble, whose position and status are defined by his or her title.  Almost everything in the Courts revolves around one's position and title.

Here are some simple rules for "buying" a noble title at character creation.




Two Types of Nobility

There are two types of nobility in any feudal society: landed and unlanded.  Landed nobles have estates which they tend on behalf of their lord or family; they have wealth and power. Unlanded nobles have lost their lands, either through debt or defeat in battle, but unlanded nobles also tend to have more influence at court (after all, with no estates to tend, one can spend all of one's time at the court).  In Amber Diceless Role-Playing, whether the character is landed or unlanded depends upon whether the character has purchased "House Support" or not (see Shadow Knight, p. 27).  Characters with "House Support" are landed, with an estate of their own, although this might or might not be the estate normally associated with the House to which the player character belongs.

If a character wishes to have a noble title, he must either purchase "House Support" or spend one point to be an unlanded noble.  The character must then purchase the title itself (reflected as a multiplier of this base price):

Duke/Duchess (*4 Points).  The character is an extremely eminent noble, with long lineage and an honorable ancestry.  The character is certainly-- though perhaps distantly-- related to the King, and is possibly even in line for the throne itself.  In private, a Duke or Duchess might feel free to address the King as an equal.

Count/Countess (*3 Points).  The character is from an old family, possibly tracing its origin back to a shared lineage with the throne.  This connection might even theoretically place the character in line for the throne itself, though far enough back in that line to not be considered a serious contender.  A Count or Countess is considered a peer of the King, but would still be expected to show courtly respect to the monarch at all times.

Baron/Baroness (*2 Points).  The character is perched upon the highest ranks of the lesser nobility, entitled to a voice in the affairs of the Courts but little else.  Barons outrank commoners and even military commanders who aren't themselves nobles, and can expect a measure of respect simply because it is their due.

If the character's father or mother lives and has a title, then the character's title must not be higher than theirs-- unless they were adopted by a noble of even higher rank (as happened to Merlin).  In other words, a character is limited in choice of noble titles by whatever noble title (if any) their parent holds.  There can also be only one noble of a given title in each House (i.e., only one Duke and one Duchess, or one Baron and one Baroness).

Tuesday, July 4, 2017

"Freedom's Flight" conversion from Serenity Roleplaying to Firefly Roleplaying

Happy Independents (Independence?) Day!

Here's my Firefly Roleplaying Game conversion of the "Freedom's Flight" adventure from Serenity Adventures, which was actually written for the Serenity Roleplaying Game.  This was a highly underrated adventure, in my opinion, especially if your crew leans Browncoat.  My conversion allows you to run the adventure using the Firefly rules, since I personally prefer the Cortex Action system used in Firefly Roleplaying to the Cortex Classic rules used in Serenity Roleplaying.



Xi Wang Black is alone when he first meets the crew in Act 1 Scene 1. Given Black's role in the adventure, I statted him as a Medium Major GMC, created a Light Major GMC for his second-in-command, and treated the other Swift Justice bounty hunters like Minor GMCs. I did this so that these bounty hunters could easily become recurring Rivals or Antagonists in your series-- especially considering how the plot to this adventure unfolds. Mercedes Wingate has also been created as a Light Major GMC.

Remember that Act 1 is written to land your crew in prison, and is therefore admittedly pretty railroady, but this Act can be skipped in its entirety if they've already been incarcerated for some reason.

Xi Wang Black, Medium Major GMC
Attributes
Mental D8
Physical D10
Social D6
Skills
Drive D6
Fight D8
Fly D8
Focus D6
Move D6
Notice D10
Shoot D10
Survive D6
Throw D6
Distinctions
Bounty Hunter D8
There are wanted men everywhere in the 'Verse and people who'll pay good money for'em. This is what I do. You don't have to like it.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Tracker Spend 1 PP to create a Quarry D6 Asset. Choose your target; they don't have to be in your presence. You may use this Asset in any rolls made to track down and capture your target. Every time you use it in a die roll and fail, you may step it up by one. You may only have one Quarry Asset at a time.
Daredevil D8
That was great! I've never skydived from a crashing ship before!
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Veteran of the Unification War D8
War leaves a mark on your heart n' soul.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Fightin' type. Spend 1 PP to step up or double your Shoot or Fight when you're outnumbered.
Signature Assets: LARS-29 Alliance Assault Rifle D8, Stun Stick D6, Bounty Hunter Cuffs D6


Lilly Rose, Light Major GMC
Attributes
Mental D6
Physical D6
Social D6
Skills
Drive D6
Fight D6
Fix D6
Fly D10
Influence D8
Move D6 (Dodge)
Notice D8
Perform D6
Shoot D6
Distinctions
Bounty Hunter D8
There are wanted men everywhere in the 'Verse and people who'll pay good money for'em. This is what I do. You don't have to like it.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Cortex Sniffer Spend 1 PP to use Operate instead of Survive to track down a fugitive.
First Mate D8
I'm the captain's right hand.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
The Looks, Not the Brains D8
How you doin'?
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Signature Assets: Stun Stick D6

Bunk, burly bounty hunter
Traits: Physical D8, Fight D8, Fix D10, Scary D6, Tracking D10, Manners D4

Doc Abram, gambling bounty hunter medic
Traits: Treat D8, Shoot D6, Fight D4, Play Cards D10

Trigger, bounty hunter sharpshooter
Traits: Shoot D12, Fight D6, Fly D8, Influence D6, Twitchy D4

Other generic bounty hunters
Traits: Physical D8, Fight D6, Shoot D6, Tracking D6


Freedom's Flight
Attributes and Skills: Engines D10, Hull D6, Systems D8, Crew D6
Distinctions
Modified Cicero-Class Modular Transport D8
The Cicero class featured a novel modular design allowing for multiple cargo configurations. Though it was sturdy and well-built, the ship's multiple modular sections made them prohibitively expensive to own and operate, and few additional modules were made. Most Ciceros that are still flyin' today are still in the same original configurations that they were sold in.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Stolen D8
We didn't come by this boat fair and square.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Spoofed Systems Spend 1 PP to reroll a pool containing Systems against any attempt to identify or track down the ship.
They don't make these any more. D8
This ship is old. Really old. Still, the fact that she's still flyin' means that you've got a gem on your hands, and there is a lot of advice on the Cortex for fixin' her. Still hard to get parts though.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]We don't carry that. Take or step up a Complication regarding the unavailability of parts you need to fix your ship to gain 1 PP.
Four-cell detention module D8
Warheads D8

Mercedes Wingate, Light Major GMC
Attributes
Mental D6
Physical D6
Social D6
Skills
Fight D6
Focus D6
Influence D10
Knowledge D6 (Unionism)
Labor D8 (Mining)
Operate D10
Treat D6
Distinctions
Labor Advocate for Miner's Guild D8
Workers of the 'Verse, unite!
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Rabble Rouser. Create a D6 Social Complication in dealing with corporate management and create a D6 Social Asset in dealing with corporate laborers. For 1 PP you can step up both.
[*]Do-Gooder. Receive 1 PP whenever you allow yourself to become side-tracked or distracted in your efforts to improve the lot of those less fortunate than yourself.
Heart of Gold D8
I may be rough around the edges, but deep down I'm a good person.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Dedicated D8
I don't take much sitting down. My cause gives my life meaning.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.

For Act 1 Scene 2 I've provided stats for Police Lieutenant Wallace Birch, a Light Major GMC who is only mentioned by name in the text, and created a Medium Major GMC, Alliance Captain Loralei Wan. The police officers, Alliance troopers, and bar patrons in this scene are all Extras. I've also created a few Scene Triggers for the streets of Gambler's Run between the Ace In the Hole and the Last Chance Saloon, because the crew should be thoroughly humped by the end of the Act-- the odds are good that a few will be taken out before the rest decide to lay down arms.

Police Lieutenant Wallace Birch, Light Major GMC
Attributes
Mental D6
Physical D8
Social D6
Skills
Drive D8
Fight D8
Fix D6
Influence D8 (Bribery)
Shoot D8 (Quick Draw)
Survive D6
Treat D6
Trick D8 (Corruption)
Distinctions
Long Arm of the Law D8
Criminals are a hard bunch. The law needs to be harder still.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Instigator D8
I'm sorry, did I call you ugly? I meant to say you're shamefully ugly for a baboon.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Right Old Mixer Gain 1 PP whenever you goad somebody into throwing the first punch or taking the first shot.
Wet Behind the Ears. D8
Folk say you're naive. It ain't that. You just grew up a mite sheltered, is all.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Signature Assets: Badge D6, Billy club D6

Hera Planetary Police, D8

Bar patrons, D6


Alliance Captain Loralei Wan, Medium Major GMC
Attributes
Mental D10
Physical D8
Social D6
Skills
Fight D10
Fix D6
Influence D10
Move D6
Notice D8
Shoot D10
Survive D6
Trick D10
Distinctions
Alliance Officer D8
You proudly wear the uniform of the organization that brought peace to the universe.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Chain of Command. Gain 1 PP when you step up a Complication because of orders you received from your superiors.
Schemer D8
Everybody wants something. Let's make a deal.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Wheeler Dealer. If you exaggerate your promises or position while negotiating for services, you may step up Trick for the Action. Both 1s and 2s count as jinxes for the roll.
Unprincipled. D8
You'd sell your own mother to the Reavers to make some coin. Your pappy you'd throw in for free.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Curse your sudden but inevitable betrayal! When you betray an ally, gain 1 PP and double the highest Complication die in the ally's roll.
Signature Asset: LARS-22 Alliance Carbine Rifle D8

Alliance troopers, D10

Streets of Gambler's Run
Scene Dice: Snipers in place D10, Got the drop on us D8, Nowhere to run D6


All of Act 3 takes place within Perdition Penal Facility. Colonel Rejovic is presented as a Heavy Major GMC so that he can be used as a recurring villain (as suggested in the text).  Corporals Lin and Yang have been written up as Minor GMCs. Prison guards and other inmates are presented as Extras.  I've also created a few Location Triggers for Perdition, which is not a nice place.

Perdition Penal Facility looked
much nicer in the brochures.

Colonel Jedac Rejovic, Heavy Major GMC
Attributes
Mental D10
Physical D6
Social D10
Skills
Fight D6
Focus D12 (Patience)
Influence D12 (Torture)
Know D12 (Psychology)
Move D6
Notice D10 (Empathy)
Survive D8
Treat D10 (Revive)
Distinctions
Alliance War Criminal D8
I commanded Alliance prison camp during the war. Conditions were... severe. Let's just say it was good for me that the Alliance won.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Sadist Spend 1 PP to double Influence over those who are helpless to resist your interrogation. Regain 1 PP if they resist, but you succeed in making them talk anyway.
Prison Warden D8
These prisoners may be an unruly bunch, but I run an orderly facility here.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Teach 'em a lesson, boys. Spend 1 PP to step up a Complication inflicted by one of your guards.
[*]Send this one to the lower titanium mines. Spend 1 PP to double Influence when threatening inmates with dangerous work assignments.
Always Keeping Score D8
Go ahead. Laugh. It isn't over yet.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]A dish served cold. Spend 1 PP to create a Nursing a Grudge D6 Asset. Choose your target; they don't have to be in your presence. You may use this Asset in any rolls made to avenge yourself against your target. You may only have one Nursing a Grudge Asset at a time.
Signature Assets: Torture Chamber D8, Prison Authority D6

Corporal Lin
Traits: Mental D8, Shoot D8, Prison Administrator D8, Living Scarecrow D4

Corporal Yang
Traits: Influence D6, Shoot D6, Sadist D6, Grossly Obese D4

Prison Guards, D8

Inmates, D6


Perdition Penal Facility
Location Dice: Triad gangs D8, Browncoat veterans stick together D6, Armed guards on catwalks D10, Dangerous lower titanium mines D12
Location Triggers:
[*]Fresh fish. When you're outnumbered by predatory inmates but decide to escalate a fight anyway, spend 1 PP to create a Prison Rep D6 Asset. If you actually win the fight, get 1 PP back.
[*]Convict Code. Earn 1 PP by taking the rap for another inmate with prison authorities.
[*]Pulling rank. Crew members with Triad or Browncoat contacts may spend 1 PP to step up the relevant 'Triad Gang' or 'Browncoats stick together' Location Die for one roll.
[*]What we have here is a failure to communicate. Crew members who stand up to the Warden in front of the general inmate population can create or step up a D8 Complication for dealing with prison staff and simultaneously create or step up a D6 Asset for dealing with other inmates.

Handling torture in the game: The rules on pp. 47-50 of Serenity Adventures provide good guidelines for running the torture chamber scene without becoming ghoulish. Have each crew member write down four of their secrets, and then roll Mental + Focus (plus any other appropriate dice in their pool) against Rejovic's Social + Influence + specialization die (plus any other appropriate dice in his pool). Failure means that one of the characters' secrets is revealed, while success means that the character takes or steps up a Tortured D6 Complication; characters who are taken out by this complication will awaken in their cells later. To bolster Mercedes' morale, a single crew member can roll Social + Influence (plus any other appropriate dice in their pool) against the GM's dice poll of Rejovic's Social + Influence (plus any other appropriate dice in his pool); however, other crew members can lend an Influence skill die to this crew member's pool if desired. Failure means that Mercedes takes or steps up a Catatonic D6 Complication; if taken out in this manner she can attempt Recovery rolls as described in the Firefly RPG core book.

The rest of the adventure can pretty much be run as published.  Enjoy!

Monday, July 3, 2017

The Exiled Horde for Stormbringer or Hawkmoon

When playing old Stormbringer or Hawkmoon scenarios like Rogue Mistress or The Shattered Isle-- any adventure where the party is sent plane-hopping across the multiverse for reasons that they barely understand-- it always seems odd when a player character from the Young Kingdoms or Tragic Millennium Earth died, only to be immediately replaced by another character from the Young Kingdoms or Tragic Millennium Earth.  In an infinite multiverse, does it really make sense that all player characters in a plane-hopping campaign would always come from the same two worlds of origin?

Over the years, we created a lot of rules for creating player characters from 'other' places, to be used at the GM's option, to break up the monotony and add a little variety.

I don't really remember which edition these particular rules were created with, but I'm pretty sure they're compatible with Hawkmoon and the first through the third editions of Stormbringer.


THE EXILED HORDE

The Exiled Horde is a clan of Mongol-like warriors who wander the multiverse, raiding and slaughtering all that they encounter.  Legend has it that they are the descendants of Eequor's servants, long since banished from the Unholy Fortress for some unimaginable slight against their Mistress. The horde's oral traditions include numerous prophecies of redemption and eventual return to Hell.

Characters are created as in basic Stormbringer, with the following exceptions:

1.  Attribute modifiers are as follows:  STR +2, DEX -1, SIZ +2, CON +1, POW -2 (only if it is 6 or more), INT-1.  If SIZ is still 8 or less after attribute modifier, increase SIZ to 9.


2.  Class is automatically Warrior.  25% of all Horde members have a second class, determined by rolling on the class table from Stormbringer.  Treat rolls of "Sailor," "Beggar," "Merchant," or additional rolls of "Warrior," as "Craftsman."  Regardless of class, all horde members have Ride at 65%.

3.  Characters can choose between having scimitar and thrown spear or dagger and sling as first and second Warrior weapon choices.  Third weapon will be target or buckler shield.

4.  Armor will be barbarian furs, which protect at 1D4-2 (minimum protection = 0).  The character begins the game with a trained warhorse, enough skins for a teepee capable of sleeping three adults, the character's three weapons, and 2D8 SG in various alien coinage.

5.  If the character belongs to a cult, it should be that of Eequor or Kakatal.  Eequor no longer favors horde members-- she was the goddess who banished the race many millennia ago-- and will only grant half the Elan (rounded up) to horde members who are her priests or agents.

6. Horde members have an innate ability to open portals to another plane of existence by rolling their POW or less on 1D100.  Whether successful or not, the attempt reduces the character's POW by 1.  If successful, this portal will remain open for 1D100 minutes before closing permanently.  Where each portal leads is up to the GM-- this is how the horde travels from plane to plane during their long exile from Hell.

7.  Physically, members of the horde bear a vague resemblance to the Mabden race, although they appear to be genetically unrelated.

8.  Horde members whose INT plus POW equals thirty-two or more may begin play as a sorceror of the appropriate rank, though horde members are incapable of summoning Eequor (she will not answer their summons).

Sunday, July 2, 2017

Corporate Drones for the Firefly Roleplaying Game

Let's get right to it!

Here are the two corporate drones depicted in the Serenity: Better Days graphic novel.

The graphic novel doesn't specify which corporation developed these drones, and their unnamed designer is killed as the story unfolds, so the current status of the drone program is open to speculation. The drone designations are my invention, since the story doesn't give us their names, but everything else in these write-ups is based upon abilities that they actually demonstrate in the graphic novel.

I wrote one drone classification up as an "Extra Heavy Major GMC," a thing that doesn't really exist in the Firefly Role-Playing Game, and the other classification is presented as a "Light Major GMC."




CC-71 "Behemoth" Target Acquisition and Pursuit Drone, Extra Heavy Major GMC
Attributes
Mental D10
Physical D12
Social D8
Skills
Drive D10 (Ground)
Focus D8
Know D12 (Local Area)
Move D12 (Rocket flight)
Notice D12
Shoot D12
Survive D10
Treat D6
Distinctions
Corporate Drone D8
While our remote operators are highly trained and skilled, the drones themselves are capable of a surprising degree of autonomous action.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*] Remote Operator Mode. Spend 1 PP to double the drone's Move or Drive Skill for a single roll. Step down Notice for the rest of the scene.
[*] Adaptable to Air, Land, and Amphibious Operations. The drone's default mode of transportation is to Move using powered flight, but it may take an action to configure itself to "become" a land or water vehicle using its Signature Asset ratings.
Sophisticated Logic Core. D8
Engagement protocols update in real time, escalating according to any hostile response.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Programmable threat matrix. Spend 1 PP to step up the drone's Heavy Weapons Pod Asset after it takes a Complication representing battle damage.
[*]Eliminate or Apprehend? Spend 1 PP to create a Target Acquired D6 Asset. Choose a target who is currently in your presence. You may use this Asset in any rolls related to killing or capturing this target for the rest of the scene. You may only have one Target Acquired Asset at a time.
Lethal killing machine. D8
All it requires is someone stupid enough to attract its attention.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Industry-leading ballistics protection. Spend 1 PP to step down an opponent's weapon Asset for one roll.
[*]Weapons platform. Gain 1 PP whenever the drone's massive size prevents it from following an opponent or target into a building or structure.
Signature Asset: Ground/water vehicle stats (Body/Hull 12, Handling/Maneuverability 6, Speed/Power 10), Heavy Weapons Pod D6


The CC-71 "Behemoth" is a huge military drone, about the size of a large truck or van. In the graphic novel, it responds to a burglary being perpetrated by the Serenity crew and quickly gives pursuit-- but it turns out that Mal's 'real' job was to steal the drone itself. The crew was able to capture the drone by leading it into a confining tunnel where it was unable to maneuver.




LM3-3 "Interdictor" Drone, Light Major GMC
Attributes
Mental D6
Physical D8
Social D4
Skills
Fight D8
Move D10
Notice D8
Shoot D8
Sneak D8
Survive D6
Distinctions
Tactical battlefield drone. D8
"Missiles not exploding makes me uncomfortable, sir."
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Rapid deployment. Double Sneak for one roll after the drone is introduced into a Scene by being launched there in a missile.
Force multiplier. D8
"They're easy enough to take out, one-on-one, but they work together as a combat unit with machine precision."
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Fully networked and integrated. Spend 1 PP after a LM3-3 drone makes a successful Shoot attack against an opponent to allow all other LM3-3 drones within line-of-sight to make a free Shoot attack against that same target.
Follows Orders. D8
"All that matters is the job they've been programmed to do."
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Signature Asset: Laser-targeted Machinegun D6, Razor-sharp grasping claw D6

The LM3-3 is an 8-9' bipedal military android. Its right arm terminates in a razor-sharp grasping claw and its left arm houses a laser targeted machine gun. In the graphic novel, three or four LM3-3s were missile-deployed against the Serenity crew while they were negotiating with Alliance officers. By working together, the crew and Alliance personnel were able to dispatch them without too much difficulty-- but not before Alliance forces had taken a few losses. While the LM3-3's body is heavily armored, its head contains delicate equipment which is susceptible to damage-- and Shepherd Book was also able to decapitate one with a samurai sword.

Design Notes:

For purposes of designing an "Extra Heavy Major GMC," I sort of assumed it would look something like the following, which is extrapolated from the progression curve of the various Major GMC types presented in the core rulebook.

I tried to somewhat balance the CC-71 "Behemoth" by requiring Plot Point expenditures for most of its Trigger abilities, but even so it's a pretty fearsome beast.

"Extra Heavy Major GMCs" using these guidelines make for really, really nasty Game Master Characters and I'd be hesitant to throw something like this at my crew casually.


[*] Attributes start at D10.
[*] 3 Distinctions, 5-6 Additional Triggers
[*] 19 Additional Skill points beyond those granted by the highlighted skills.
[*] 11 Specialties or Signature Assets with a D12 Signature Asset cap.

Saturday, July 1, 2017

Ott's Gang for the Firefly Roleplaying Game

Greetings, everyone, and welcome to my blog!  I intend to use this space to post miscellany from my gaming life, which might or might not be of use to anyone but myself.

I thought I'd jump right into things with a few NPC's from my all-time favorite roleplaying game, Firefly Roleplaying, published by Margaret Weis Productions.

This is a write-up of Ott's crew from the Serenity: Those Left Behind graphic novel.


Ott is the only member of the gang who is actually mentioned by name in the story, and there isn't any mention or depiction of Ott's ship anywhere, so when I provide these details it's really just conjecture on my part. The graphic novel confirms that Ott at least knows Badger, and it implies that Ott does jobs for him from time to time, but that's about it. All we really know about Ott's crew from the graphic novel is that they're a slippery, treacherous, backstabbing gang of thugs.  There may be other members of the gang who weren't depicted in the graphic novel, but these four GMC's should at least form the nucleus of a tough rival crew for your series.


Utai Ott, Medium Major GMC
Attributes
Mental D8
Physical D8
Social D8
Skills
Drive D6
Fight D10
Focus D6
Influence D10 (Intimidate)
Shoot D6 (Handguns)
Sneak D8
Survive D6 (Slums)
Trick D10
Distinctions
Scum D8
It's a dog-eat-dog 'Verse. And I'm the big bad wolf.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Kick 'em when they're down. Before turning on an ally or associate, spend 1 PP to double their biggest Complication or step down their biggest Asset.
Triad Affiliate D8
The bosses don't own me, but they don't owe me, either. Our relationship is based solely upon whatever value I'm able to bring to their organization.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Top earner. Create or step up a D6 Asset representing influence with Triad bosses whenever you pay a significant cash tribute directly to them. Step this Asset down every time it's included in a dice pool.
[*]Gang tattoos. When you expose your gang markings in an effort to intimidate others, spend 1 PP to double Influence for the roll.
Not to be crossed. D8
Just so we're clear: if you cross me, I will end you.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Signature Asset: Nickle-plated McBride & Sons Hand Cannon D8

Ott is a street hoodlum with Triad ties.  His face is tattooed with Chinese characters.


"A.B.C." AdaBell Clackett, Medium Major GMC
Attributes
Mental D8
Physical D6
Social D10
Skills
Fight D6
Fly D8
Influence D10 (Flirt)
Move D8
Notice D8
Perform D6
Shoot D10 (Heavy Weapons)
Trick D8
Distinctions
Dead Eye D8
You're cool under fire and a keen shot.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Take aim. Step back Move until the end of the scene to create a In My Crosshairs D8 Asset.
Alluring D8
You're easy on the eyes and cunning enough to use those looks to your advantage.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Turn heads. When you're using your good looks as a distraction to help an ally, spend 1 PP to give that ally a die equal to your Influence die rating for the ally's next action.
Gunslinger. D8
Draw!
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Not my first shootout. Spend 1 PP to step up or double your Move or Shoot when you're outnumbered.
Signature Asset: Conciliator Quad-Barreled Chain Gun D10

ABC is Ott's second-in command and is the only member of the crew who questions Ott's orders, something that she can get away with because of her charm, good looks, and piloting sklill.  She packs a ginormously huge chain-gun of some sort.


Renfield, Light Major GMC
Attributes
Mental D6
Physical D8
Social D4
Skills
Fight D12 (Knives)
Focus D6
Influence D6
Labor D6
Notice D6
Shoot D6
Survive D6
Throw D10 (Knives)
Distinctions
Knife Fighter D8
Hold a knife one way, cuts through an onion for dinner. Hold it another way, cuts through someone's throat for upsetting you.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Deep cut. Spend 1 PP to step up a Complication you inflicted with your blade.
Leaky brainpan. D8
Folks say you ain't quite right in the head.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Bad Reputation D8
Folks whisper your name when they see you coming. And hope you leave as soon as possible.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Don't get him riled. Step back your Notice die to step up your Fight die for the scene.
Signature Asset: Bandoleer of blades D6

Renfield is a ghoulishly pale, knife-fighting misfit who enjoys inflicting pain upon others.



Tiny, Light Major GMC
Attributes
Mental D6
Physical D10
Social D6
Skills
Fight D10 (Grappling)
Focus D8
Labor D6
Notice D8
Shoot D6
Sneak D6
Survive D6
Distinctions
Mute D8
You never had much use for words anyway.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Steady. D8
It takes a lot to throw you off-balance.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Got it all in one. Spend 1 PP to roll your Focus and add it to your total.
Giant D8
You are the brute squad!
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Don't know my own strength. Spend 1 PP to double the largest die in any pool you put together to attempt a feat of raw strength.
Signature Asset: Stump gun D6

Tiny is a hulking, muscle-bound brute.  He doesn't talk much... in fact, he doesn't talk at all.


Legitimate Enterprise

Attributes and Skills: Engines D6, Hull D12, Systems D6, Crew D6
Distinctions
Baumstark-Class Bulk Freighter D8
When you have a whole lotta cargo to move but don't much care how long it takes to get there, this is the ship you want. It's ugly. It's slow. But it can take a beatin'. Its spacious cargo bay can be divided into compartments, keeping contents-- and nosy intruders-- safe and separate.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
Hand me down. D8
Your ship has changed hands a lot. Who knows what kinds of secrets it holds, or what annoying problems it'll give you.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]I didn't know it could do that! Step back any of your ship's Attributes for the rest of the scene to step up any of your ship's other Attributes for one Action.
Armed and dangerous. D8
When you're being attacked by pirates out in the black, the only ship you can count on is you. And if some sommbitch tries to bite you, well... you can bite back, too.
[*]Gain 1 Plot Point when you roll a D4 instead of a D8.
[*]Ya'll are outgunned. Spend 1 PP to double Systems when fighting a ship that lacks your firepower.
Laser Cannons D8
Reinforced Armor D8

Characters from Thetis for the Firefly Roleplaying Game

Howdy!  It's been a spell. In previous blog posts ( here and here ), I provided some game stats from James Lovegrove's novel Big ...